Human-Computer Interaction. Design and Research
15th Indian Conference, IndiaHCI 2024, Mumbai, India, November 7-9, 2024, Proceedings, Part II
Herausgegeben:Rangaswamy, Nimmi; Sim, Gavin Robert; Borah, Pranjal Protim
Human-Computer Interaction. Design and Research
15th Indian Conference, IndiaHCI 2024, Mumbai, India, November 7-9, 2024, Proceedings, Part II
Herausgegeben:Rangaswamy, Nimmi; Sim, Gavin Robert; Borah, Pranjal Protim
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This two-volume proceedings, set CCIS 2337-2338, constitutes of the proceedings of 15th Indian Conference on Human-Computer Interaction Design and Research, IndiaHCI 2024, held in Mumbai, India, during November 7-9, 2024.
The 30 full papers and 12 short papers included in this volume were carefully reviewed and selected from 235 submissions. These papers belong to various tracks which have been divided between the two volumes as follows: -
Part I: Paper Track.
Part II: Game Design Track, Student Research Consortium Track; Posters and demos Track; Artworks and installations Track.
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This two-volume proceedings, set CCIS 2337-2338, constitutes of the proceedings of 15th Indian Conference on Human-Computer Interaction Design and Research, IndiaHCI 2024, held in Mumbai, India, during November 7-9, 2024.
The 30 full papers and 12 short papers included in this volume were carefully reviewed and selected from 235 submissions. These papers belong to various tracks which have been divided between the two volumes as follows: -
Part I: Paper Track.
Part II: Game Design Track, Student Research Consortium Track; Posters and demos Track; Artworks and installations Track.
The 30 full papers and 12 short papers included in this volume were carefully reviewed and selected from 235 submissions. These papers belong to various tracks which have been divided between the two volumes as follows: -
Part I: Paper Track.
Part II: Game Design Track, Student Research Consortium Track; Posters and demos Track; Artworks and installations Track.
Produktdetails
- Produktdetails
- Communications in Computer and Information Science 2338
- Verlag: Springer / Springer Nature Switzerland / Springer, Berlin
- Artikelnr. des Verlages: 978-3-031-80831-9
- Seitenzahl: 396
- Erscheinungstermin: 14. Februar 2025
- Englisch
- Abmessung: 235mm x 155mm x 22mm
- Gewicht: 599g
- ISBN-13: 9783031808319
- ISBN-10: 3031808312
- Artikelnr.: 72087433
- Herstellerkennzeichnung
- Springer-Verlag KG
- Sachsenplatz 4-6
- 1201 Wien, AT
- ProductSafety@springernature.com
- Communications in Computer and Information Science 2338
- Verlag: Springer / Springer Nature Switzerland / Springer, Berlin
- Artikelnr. des Verlages: 978-3-031-80831-9
- Seitenzahl: 396
- Erscheinungstermin: 14. Februar 2025
- Englisch
- Abmessung: 235mm x 155mm x 22mm
- Gewicht: 599g
- ISBN-13: 9783031808319
- ISBN-10: 3031808312
- Artikelnr.: 72087433
- Herstellerkennzeichnung
- Springer-Verlag KG
- Sachsenplatz 4-6
- 1201 Wien, AT
- ProductSafety@springernature.com
.- Track - Game Design.
.- Dichotomy of Game Design and Gaming Practice: Examining Gaming Toxicity and Online Gaming Communities in India.
.- How does Games User Research measure and guide haptic experience design? A Critical Review.
.- Gamified Pathway'- A Framework for Enhancing User Journeys.
.- Dhar-Pakad' - Raising awareness about cleanliness and sustainable responsibilities through interactive board game design.
.- Branch Master: A Binary Search Tree Based Board Game.
.- Right Turn: A Cybersecurity Serious Game with a Scenario-based Assessment.
.- Voice User Interface for Designing Inclusive Games for Children with Visual Impairment and Sighted Pupils.
.- Gamifying Mental Well-Being Assessment: a new approach for college-going students using the 'oxford happiness questionnaire'.
.- A Methodological Discourse on Second-Order Nature in Board Games.
.- Track - Student Research Consortium .
.- Virtual and Human Influencers: Examining the Dimensions of Authenticity, Reliability, and Innovation in Consumer Perception.
.- Chordex: A Wearable Chorded Keyboard for Malayalam.
.-The role of social media in fostering social movements: assessing user experience (UX) elements for effective mobilization in Bangladeshi digital activism.
.- Key Dimensions for Human-Robot Interaction in XR for Rescue Robots.
.- User Experience for Inclusion: Analysis of WCAG 2.2 in Pharmacy App for Visually Impaired Group.
.- Enhancing Dining Experiences with Augmented Reality and Olfactory Technology.
.- Exploration of Gesture-Based Text Input System for Indic Languages.
.- Integration of Social Design with ICT to Promote Sustainability.
.- Track - Posters and Demos.
.- ARoma: Augmented Reality Olfactory Menu Application.
.- Asynchronously or Synchronously?: Key Insights of Doing Co-Design of Technology with a Vulnerable Population Online.
.- Camera-based ASL Alphabet Recognition Using Hand Landmark Features.
.- Eyecare for all, a service design approach.
.- Absent Networks: Finding Wellness Through Shared Interests.
.- Designing an Accessible Music Device for the Elderly: Enhancing Usability, Entertainment, and Well-being.
.- Track - Artworks and Installations.
.- Raising Awareness of the Significance of Awadhi Mother Tongue among Young Adults Via Exhibition Design.
.- Dreamcatcher - a real-time generative art studying subconscious imageries.
.- Feeling Lonely -with 20 others: the Visualization of Loneliness Using Gen AI and Digital Narratives.
.- Dichotomy of Game Design and Gaming Practice: Examining Gaming Toxicity and Online Gaming Communities in India.
.- How does Games User Research measure and guide haptic experience design? A Critical Review.
.- Gamified Pathway'- A Framework for Enhancing User Journeys.
.- Dhar-Pakad' - Raising awareness about cleanliness and sustainable responsibilities through interactive board game design.
.- Branch Master: A Binary Search Tree Based Board Game.
.- Right Turn: A Cybersecurity Serious Game with a Scenario-based Assessment.
.- Voice User Interface for Designing Inclusive Games for Children with Visual Impairment and Sighted Pupils.
.- Gamifying Mental Well-Being Assessment: a new approach for college-going students using the 'oxford happiness questionnaire'.
.- A Methodological Discourse on Second-Order Nature in Board Games.
.- Track - Student Research Consortium .
.- Virtual and Human Influencers: Examining the Dimensions of Authenticity, Reliability, and Innovation in Consumer Perception.
.- Chordex: A Wearable Chorded Keyboard for Malayalam.
.-The role of social media in fostering social movements: assessing user experience (UX) elements for effective mobilization in Bangladeshi digital activism.
.- Key Dimensions for Human-Robot Interaction in XR for Rescue Robots.
.- User Experience for Inclusion: Analysis of WCAG 2.2 in Pharmacy App for Visually Impaired Group.
.- Enhancing Dining Experiences with Augmented Reality and Olfactory Technology.
.- Exploration of Gesture-Based Text Input System for Indic Languages.
.- Integration of Social Design with ICT to Promote Sustainability.
.- Track - Posters and Demos.
.- ARoma: Augmented Reality Olfactory Menu Application.
.- Asynchronously or Synchronously?: Key Insights of Doing Co-Design of Technology with a Vulnerable Population Online.
.- Camera-based ASL Alphabet Recognition Using Hand Landmark Features.
.- Eyecare for all, a service design approach.
.- Absent Networks: Finding Wellness Through Shared Interests.
.- Designing an Accessible Music Device for the Elderly: Enhancing Usability, Entertainment, and Well-being.
.- Track - Artworks and Installations.
.- Raising Awareness of the Significance of Awadhi Mother Tongue among Young Adults Via Exhibition Design.
.- Dreamcatcher - a real-time generative art studying subconscious imageries.
.- Feeling Lonely -with 20 others: the Visualization of Loneliness Using Gen AI and Digital Narratives.
.- Track - Game Design.
.- Dichotomy of Game Design and Gaming Practice: Examining Gaming Toxicity and Online Gaming Communities in India.
.- How does Games User Research measure and guide haptic experience design? A Critical Review.
.- Gamified Pathway'- A Framework for Enhancing User Journeys.
.- Dhar-Pakad' - Raising awareness about cleanliness and sustainable responsibilities through interactive board game design.
.- Branch Master: A Binary Search Tree Based Board Game.
.- Right Turn: A Cybersecurity Serious Game with a Scenario-based Assessment.
.- Voice User Interface for Designing Inclusive Games for Children with Visual Impairment and Sighted Pupils.
.- Gamifying Mental Well-Being Assessment: a new approach for college-going students using the 'oxford happiness questionnaire'.
.- A Methodological Discourse on Second-Order Nature in Board Games.
.- Track - Student Research Consortium .
.- Virtual and Human Influencers: Examining the Dimensions of Authenticity, Reliability, and Innovation in Consumer Perception.
.- Chordex: A Wearable Chorded Keyboard for Malayalam.
.-The role of social media in fostering social movements: assessing user experience (UX) elements for effective mobilization in Bangladeshi digital activism.
.- Key Dimensions for Human-Robot Interaction in XR for Rescue Robots.
.- User Experience for Inclusion: Analysis of WCAG 2.2 in Pharmacy App for Visually Impaired Group.
.- Enhancing Dining Experiences with Augmented Reality and Olfactory Technology.
.- Exploration of Gesture-Based Text Input System for Indic Languages.
.- Integration of Social Design with ICT to Promote Sustainability.
.- Track - Posters and Demos.
.- ARoma: Augmented Reality Olfactory Menu Application.
.- Asynchronously or Synchronously?: Key Insights of Doing Co-Design of Technology with a Vulnerable Population Online.
.- Camera-based ASL Alphabet Recognition Using Hand Landmark Features.
.- Eyecare for all, a service design approach.
.- Absent Networks: Finding Wellness Through Shared Interests.
.- Designing an Accessible Music Device for the Elderly: Enhancing Usability, Entertainment, and Well-being.
.- Track - Artworks and Installations.
.- Raising Awareness of the Significance of Awadhi Mother Tongue among Young Adults Via Exhibition Design.
.- Dreamcatcher - a real-time generative art studying subconscious imageries.
.- Feeling Lonely -with 20 others: the Visualization of Loneliness Using Gen AI and Digital Narratives.
.- Dichotomy of Game Design and Gaming Practice: Examining Gaming Toxicity and Online Gaming Communities in India.
.- How does Games User Research measure and guide haptic experience design? A Critical Review.
.- Gamified Pathway'- A Framework for Enhancing User Journeys.
.- Dhar-Pakad' - Raising awareness about cleanliness and sustainable responsibilities through interactive board game design.
.- Branch Master: A Binary Search Tree Based Board Game.
.- Right Turn: A Cybersecurity Serious Game with a Scenario-based Assessment.
.- Voice User Interface for Designing Inclusive Games for Children with Visual Impairment and Sighted Pupils.
.- Gamifying Mental Well-Being Assessment: a new approach for college-going students using the 'oxford happiness questionnaire'.
.- A Methodological Discourse on Second-Order Nature in Board Games.
.- Track - Student Research Consortium .
.- Virtual and Human Influencers: Examining the Dimensions of Authenticity, Reliability, and Innovation in Consumer Perception.
.- Chordex: A Wearable Chorded Keyboard for Malayalam.
.-The role of social media in fostering social movements: assessing user experience (UX) elements for effective mobilization in Bangladeshi digital activism.
.- Key Dimensions for Human-Robot Interaction in XR for Rescue Robots.
.- User Experience for Inclusion: Analysis of WCAG 2.2 in Pharmacy App for Visually Impaired Group.
.- Enhancing Dining Experiences with Augmented Reality and Olfactory Technology.
.- Exploration of Gesture-Based Text Input System for Indic Languages.
.- Integration of Social Design with ICT to Promote Sustainability.
.- Track - Posters and Demos.
.- ARoma: Augmented Reality Olfactory Menu Application.
.- Asynchronously or Synchronously?: Key Insights of Doing Co-Design of Technology with a Vulnerable Population Online.
.- Camera-based ASL Alphabet Recognition Using Hand Landmark Features.
.- Eyecare for all, a service design approach.
.- Absent Networks: Finding Wellness Through Shared Interests.
.- Designing an Accessible Music Device for the Elderly: Enhancing Usability, Entertainment, and Well-being.
.- Track - Artworks and Installations.
.- Raising Awareness of the Significance of Awadhi Mother Tongue among Young Adults Via Exhibition Design.
.- Dreamcatcher - a real-time generative art studying subconscious imageries.
.- Feeling Lonely -with 20 others: the Visualization of Loneliness Using Gen AI and Digital Narratives.